Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition
By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and t...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Oxford
Taylor & Francis
2024
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Schlagworte: | |
Zusammenfassung: | By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called "Multi-mediated Interactive Console Environments." This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examples on race, gender, and other identities. While the majority of scholarship on gaming comes from disciplines related to media studies and communication, it is imperative that other scholars engage the narrative and help move the focus on gaming beyond acts of violence or as a space that propels the military–industrial complex.By bringing together cultural studies, criminology, media studies, game studies, and others, this text offers interdisciplinary approaches to making sense of not only the technology and its impact on users and cultures but also the impact that (sub) cultures have had on gaming. It is essential reading for scholars and practitioners seeking solutions to some of gaming’s biggest challenges such as how to reduce harm in online gaming |
Beschreibung: | Foreword for the 10th anniversary edition ; Danielle Udogaranya; Foreword: Dismantling the Master’s (Virtual) House: One Avatar at a Time ; David J. Leonard; Introduction; PART I: THE GAMES; Chapter 1: Video Games as Ideological Projects; Chapter 2: Racing and Gendering the Game; PART II: THE GAMING SPACE; Chapter 3: Deviant Acts: Racism and Sexism in Virtual Gaming Communities; Chapter 4: Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; PART III: THE SOLUTIONS; Chapter 5: Deviant Bodies Resisting Deviant Acts; Chapter 6: Virtual Tools in the Virtual House?; Afterword: Tanya DePass; Bibliography ; Video Gameography From the First Edition |
Beschreibung: | 120 Seiten 381 gr |
ISBN: | 9781032699059 |
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500 | |a Foreword for the 10th anniversary edition ; Danielle Udogaranya; Foreword: Dismantling the Master’s (Virtual) House: One Avatar at a Time ; David J. Leonard; Introduction; PART I: THE GAMES; Chapter 1: Video Games as Ideological Projects; Chapter 2: Racing and Gendering the Game; PART II: THE GAMING SPACE; Chapter 3: Deviant Acts: Racism and Sexism in Virtual Gaming Communities; Chapter 4: Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; PART III: THE SOLUTIONS; Chapter 5: Deviant Bodies Resisting Deviant Acts; Chapter 6: Virtual Tools in the Virtual House?; Afterword: Tanya DePass; Bibliography ; Video Gameography From the First Edition | ||
520 | |a By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called "Multi-mediated Interactive Console Environments." This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examples on race, gender, and other identities. While the majority of scholarship on gaming comes from disciplines related to media studies and communication, it is imperative that other scholars engage the narrative and help move the focus on gaming beyond acts of violence or as a space that propels the military–industrial complex.By bringing together cultural studies, criminology, media studies, game studies, and others, this text offers interdisciplinary approaches to making sense of not only the technology and its impact on users and cultures but also the impact that (sub) cultures have had on gaming. It is essential reading for scholars and practitioners seeking solutions to some of gaming’s biggest challenges such as how to reduce harm in online gaming | ||
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spelling | Gray, Kishonna L. Verfasser aut Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition Oxford Taylor & Francis 2024 120 Seiten 381 gr txt rdacontent n rdamedia nc rdacarrier Foreword for the 10th anniversary edition ; Danielle Udogaranya; Foreword: Dismantling the Master’s (Virtual) House: One Avatar at a Time ; David J. Leonard; Introduction; PART I: THE GAMES; Chapter 1: Video Games as Ideological Projects; Chapter 2: Racing and Gendering the Game; PART II: THE GAMING SPACE; Chapter 3: Deviant Acts: Racism and Sexism in Virtual Gaming Communities; Chapter 4: Deviant Bodies: Racism, Sexism, and Intersecting Oppressions; PART III: THE SOLUTIONS; Chapter 5: Deviant Bodies Resisting Deviant Acts; Chapter 6: Virtual Tools in the Virtual House?; Afterword: Tanya DePass; Bibliography ; Video Gameography From the First Edition By focusing on the experiences of users, gamers, and audiences inside one of the world’s largest gaming communities (Xbox Live), this book provides an overview of the landscape, architecture, and socio-technical structure of console gaming. Building on previous research regarding race, gender, and technology, it provides a much-needed intersectional approach to virtual gaming communities. It draws from a wide breadth of disciplines and interviews with minoritized and marginalized users to offer an overview of the virtual oppressions these individuals navigate and resist.In this 10th Anniversary Edition, author Kishonna L. Gray introduces the audience to a perspective on console gaming environments called "Multi-mediated Interactive Console Environments." This new chapter provides a necessary understanding of these dynamic digital communities, adding console games, which have been heretofore left out of conversations on gaming, to platform studies, and addressing troubling examples on race, gender, and other identities. While the majority of scholarship on gaming comes from disciplines related to media studies and communication, it is imperative that other scholars engage the narrative and help move the focus on gaming beyond acts of violence or as a space that propels the military–industrial complex.By bringing together cultural studies, criminology, media studies, game studies, and others, this text offers interdisciplinary approaches to making sense of not only the technology and its impact on users and cultures but also the impact that (sub) cultures have had on gaming. It is essential reading for scholars and practitioners seeking solutions to some of gaming’s biggest challenges such as how to reduce harm in online gaming bicssc / Crime & criminology bicssc / Media studies bicssc / Legal aspects of IT bicssc / The arts bicssc / Digital animation bicssc / Games development & programming bicssc / Ethical & social aspects of IT bicssc / Human-computer interaction bicssc / Humanities bicssc / Criminology - legal aspects bicssc / Criminal justice law bicssc / Criminal or forensic psychology bisacsh / SOCIAL SCIENCE / Discrimination |
spellingShingle | Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition bicssc / Crime & criminology bicssc / Media studies bicssc / Legal aspects of IT bicssc / The arts bicssc / Digital animation bicssc / Games development & programming bicssc / Ethical & social aspects of IT bicssc / Human-computer interaction bicssc / Humanities bicssc / Criminology - legal aspects bicssc / Criminal justice law bicssc / Criminal or forensic psychology bisacsh / SOCIAL SCIENCE / Discrimination |
title | Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
title_auth | Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
title_exact_search | Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
title_full | Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
title_fullStr | Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
title_full_unstemmed | Race, Gender, and Deviance in Xbox Live Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
title_short | Race, Gender, and Deviance in Xbox Live |
title_sort | race gender and deviance in xbox live theoretical perspectives from the virtual margins 10th anniversary edition |
title_sub | Theoretical Perspectives from the Virtual Margins—10th Anniversary Edition |
topic | bicssc / Crime & criminology bicssc / Media studies bicssc / Legal aspects of IT bicssc / The arts bicssc / Digital animation bicssc / Games development & programming bicssc / Ethical & social aspects of IT bicssc / Human-computer interaction bicssc / Humanities bicssc / Criminology - legal aspects bicssc / Criminal justice law bicssc / Criminal or forensic psychology bisacsh / SOCIAL SCIENCE / Discrimination |
topic_facet | bicssc / Crime & criminology bicssc / Media studies bicssc / Legal aspects of IT bicssc / The arts bicssc / Digital animation bicssc / Games development & programming bicssc / Ethical & social aspects of IT bicssc / Human-computer interaction bicssc / Humanities bicssc / Criminology - legal aspects bicssc / Criminal justice law bicssc / Criminal or forensic psychology bisacsh / SOCIAL SCIENCE / Discrimination |
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